#version 130

// required by GLSL spec Sect 4.5.3 (though nvidia does not, amd does)
precision highp float;

uniform sampler2D colortexture;
uniform float alpha;

in vec2 texCoord;
out vec4 fragmentColor;

void main() 
{
	fragmentColor = vec4(texture2D(colortexture, texCoord.xy).rgb, alpha);
}